Famicom Jump: Hero Retsuden (Famicom, 1989 โ English Translation Mod) Full Game Session ๐๐๐บ๏ธ
๐ ย ย ย /ย @nenrikigamingย ย
๐ฎ Title: Famicom Jump - Hero Retsuden
๐น Platform Spec
๐ฅ๏ธ System: Famicom
๐ Region Label: JP
๐ Revision: Original
๐
Release: 1989-02-15
๐ข Publisher: Bandai
๐พ Developer: TOSE
๐ Mod Info:
โข Type: Fan Translation
โข Title: Famicom Jump: Heroes History
โข Author: BlackPaladin (with credits to Pennywise, Eien ni Hen, Ryusui, KingMike, Spinner 8, Gideon Zhi)
โข Date: 2025-03
โข Version: 1.03
๐ฒ Genre: Action-RPG coreยน / Minigamesยฒ / turn-based RPGยณ
๐ท ๏ธTags: , Crossover Characters, Franchise Collab, Jump Universe, Cross-Media Integration, Battle of Mascots, Meta-Franchise Game, Anime Crossover, Collaborative Franchise Game, Multiverse Conflict
๐งฎ Score Profile
โญ๏ธ Personal Score: A
๐ Consensus Score: A (โ)
๐ฌ Cultural Impact (ฮจ): B+ (โฒ)
๐ Historical Tier: Aโ (โ)
โ
Completion Status: Full Game Clear
๐ Ending Type: Solo Ending
๐ฅ Difficulty Profile
๐ง Difficulty Mode: Fixed
๐ Difficulty Curve: With Spikes
โ๏ธ Perceived Global Difficulty: Reasonable
๐ง Play Mode: Focused / Exploratory / Narrative
๐ฏ Intent: Reference Session
In Famicom Jump, the protagonist's performance hinges on the strategic balance of four core status bars:
โค๏ธ LIFE
Displayed as heart icons, LIFE represents your overall vitality.
It increases naturally through story progression and can be manually restored via:
Eating at restaurants (functionally identical to RPG-style inns).
Purchasing ONIGIRIs from shops (instant-use healing items).
๐ฅ POWER
Shown as "+" symbols, POWER governs your physical attack strength.
Increases after defeating enemies โ marked by a distinct sound cue.
Post-victory rewards are randomized:
Gain POWER (๐ skill-up tone), or
Receive ZENI (๐ metallic sound cue).
๐ฐ ZENI
The in-game currency ZENI is also visibly displayed on the status screen.
Used to buy healing items (e.g. ONIGIRIs), Jump Magazines, and key items.
Does not directly impact combat, but enables strategic resource management.
๐ SOUL
Moral alignment system, shown as a horizontal meter with neutral center:
Left ๐: SOUL trends "good", allowing faster use of projectile attacks like Rocket Punch.
Right ๐: SOUL decays due to unethical actions, slowing techniques and limiting ranged options.
๐งญ SOUL Triggers
โ
Reading Jump Magazines shifts SOUL positively.
โ Attacking non-hostile NPCs shifts SOUL negatively.
โ ๏ธ Late-game actions may trigger decay.
The game is divided into 5๏ธโฃ areas. In each area, you can recruit up to ๐ฅ 2 allies.
You may choose to recruit them or not, and you can rearrange them within the same area.
This determines how the story progresses correctly.
Each ally has their own โค๏ธ LIFE stat and a personal variant of ๐ฅ POWER.
Yes, POWER is one of the possible forms of attack.
Some characters use ๐ช POWER, others ๐ก๏ธ HERO, ๐ GAG, or ๐ฅ ZEAL โ depending on their offensive style.
These distinctions add nuance to attack mechanics, which ultimately shape the outcome of end-game battles.
๐ฃ๏ธ Narrative progression unfolds through dialogue with key characters from each universe within their respective area.
๐ฅ Every ally contributes necessarily to story evolution.
๐ฎ Each recruited character usually unlocks a mini-game in their area โ typically action subtypes like ๐ฅ fighting, ๐ shooter, or โฝ sports.
โ๏ธ At the end of each area, players confront a major boss.
๐งฉ To reach each area's resolution, certain items must be obtained or specific narrative conditions fulfilled.
๐ฌ NPC hints will dynamically change as the story advances.
โณ But thatโs not all: the 5๏ธโฃ areas are divided into Present and Past timelines.
๐ You must acquire a key item to travel freely between past and present.
๐ฐ๏ธ In the past, youโll also recruit additional allies that strengthen your team and impact combat dynamics.
NOTES
__________
ยน Famicom Jump blends real-time action with stat-based progression. You move, fight, and dodge directly, but growth depends on experience, items, and alliesโmaking it a hybrid Action-RPG where systems are tightly linked.
ยฒ Beyond the main gameplay, the game introduces a second module of self-contained minigames. These segments work independently, shifting genres with fast reflex-based play: from racing and maze chasing to shooters, sports, and obstacle runs.
ยณ After defeating Piccolo Daiomaoh, the game unlocks a final sequence: 13 turn-based boss battles that follow classic RPG mechanics. Access depends on cumulative progressโrecruited allies, obtained items, and player levelโactivating a self-contained resolution mode.
#FamicomJump #HeroRetsuden #ShonenJumpGame #JumpCrossover
00:00 Intro
02:00 Area 1
45:40 Area 2
1:42:36 Area 3
2:43:38 Area 4
3:44:25 Area 5
4:40:45 Final Preparations
6:05:52 Final Battle
6:25:25 Ending